The fundamental dichotomy when designing any web application: The business goals/requirements of the enterprise (the "push") vs. the needs/requirements of the end-user/customer (the "pull"). Best visualized with a simple, two-circle Venn diagram. The intersection being the "sweet" spot (no-brainer stuff to do). Some designers/researchers will add a third circle for technological constraints (context), but many effective designers prefer to make that a secondary consideration during early concepting.
This corporate mandate to increase self-service options and reduce traffic to your call centers ignores the push-pull trade-off between cost and customer satisfaction; there are certain cases where the customer really feels the need to talk to someone.
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Using the sucking property of Luigi’s Poltergust and the blowing property of Gooigi’s poltergust at the same time. Same with the vice versa. Used to avoid money while moving sand.
Coined: Can You Beat Luigi's Mansion 3 Without Collecting Any Money? - DPadGamer
The double trouble push-and-pull is able to blow away sand and money simultaneously.